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CW is now a mod-only feature. Converted. Also consider flagging your post with that reason if you want us to get to it faster.
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Tetrad♦Oct 31 '10 at 12:43

2

Huh... I thought he was just overlooking the box, but you're right, @Tetrad, wiki is now mod-only. Seems strange, why wouldn't they allow users to apply it themselves?
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CyclopsOct 31 '10 at 13:23

5 Answers
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Eve Online is probably the biggest, and uses Stackless Python, a lightweight, microthreaded version of Python. And Civilization IV had a Python interpreter built-in, but I'm not sure if that was for scripting only, or how much of the game was written in it.

Also, Disney's Pirates of the Caribbean was written using the Panda3d game engine (which allows both Python and C++ scripting, but from googling it - Disney used Python). The engine is in C++, but then again, the Python interpreter itself also uses a lot of C code. :)

The original version of Galcon was in pure Python, though it has long since been ported to other languages (at last count there were Obj-C, Flash, and C++ versions). It does still use Python for AI via the TinyPy library, but I suppose that is "just scripting".

As a general comment, Python isn't really well suited for making a blazingly fast graphics engine. You get far more control writing the core, performance-sensitive code in C or C++ and then writing the complex game logic in Python. Python excels at the more logic related areas since its expressiveness is a productivity win over C and the drop in performance isn't an issue. This is why everyone (CCP, Panda3D, Unity, Civ4, etc) all work like this. The real question is does this count as being "in Python"? For example, in Eve everything related to the actual game (more or less) is in Python, the C++ part is just a generic game engine that handles pushing pixels and audio.